Name
JEONG OK YOON, HYUN HWNAG, JI YEON HWANG
Dance Arts, Sangmyung University
Journal
Abstract
Creative convergence education is changing, with the establishment of the Untact era, the fourth industrial revolution and the COVID-19 pandemic. Presently, learner-centered education is not only an option but an essential component, that is not only revitalizing blended learning methods that combine online and offline classes, but is also increasing learning motivation and participation. We will thus, be able to establish the applicability of the “on-off blended education” method along with that of educational gamification to enhance the effectiveness of online education in dance. Therefore, this study considers the possibility of creative convergence education, combining on-off blended dance education and gamification, in the post-corona era. Through literature analysis, education gamification was examined and applied using the Delphi survey method. Thus study thus developed the parameters: persistence and interest (mission, quest, point, medal, badge, trophy, bonus, virtual money), interaction (on-boarding, gift, recommendation, community, invitation), and educational experience and growth (level, status, program bar, ranking, leaderboard). In terms of applying gamification in dance education, the following were derived: A. Physical motion recognition dance games using reward systems, B. points, medals, badges, and trophies, C. Digital Dance Textbooks using VR and AR. These were established using learner’s community, and team play board games. In terms of educational experience and growth factors, dance learning using the level system and personal growth guidance using the programs bar were derived. This is a basic study proposing the future of creative convergence dance education, and can be used to prepare dance education plans in the post-corona era. It thus helps not only in the academic value of dance education but also the overall field of education.